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Issue #63. Jumping from mid-air when returning from Fly/Ghost mode in a network game

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Masterkent
OldUnreal Member
Posts: 1469
Joined: Fri Apr 05, 2013 12:41 pm

Issue #63. Jumping from mid-air when returning from Fly/Ghost mode in a network game

Post by Masterkent »

When a player executes "Walk" while using Fly/Ghost mode in a network game, returning to the PlayerWalking state may lead to an involuntary jump. This may be annoying, especially when the player has activated JumpBoots.

Technically this happens due to previous uses of a Jump button. After pressing such a button, client-side value of bPressedJump becomes true. State CheatFlying does not reset this property to false and transfers its value to the server by means of ServerMove. Although Walk resets bPressedJump to false server-side, the server may change bPressedJump to true when processing saved moves. The combination bPressedJump == true && Physics == PHYS_Walking leads to jumping.

Suggested resolution: insert

Code: Select all

bPressedJump = false;
in the end of functions PlayerPawn.CheatFlying.PlayerMove and PlayerPawn.CheatFlying.BeginState.
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